[unity] Fixed Timeline clip EaseIn from empty animation or blank space. Closes #1961.

This commit is contained in:
Harald Csaszar 2021-10-06 20:30:58 +02:00
parent 702322e27b
commit 38a42e41c6
3 changed files with 80 additions and 57 deletions

View File

@ -79,7 +79,7 @@ namespace Spine.Unity.Editor {
if (timelineClip == null)
return;
float blendInDur = (float)timelineClip.blendInDuration;
float blendInDur = System.Math.Max((float)timelineClip.blendInDuration, (float)timelineClip.easeInDuration);
bool isBlendingNow = blendInDur > 0;
bool wasBlendingBefore = timelineClipInfo.previousBlendInDuration > 0;

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@ -38,8 +38,10 @@ namespace Spine.Unity.Playables {
public class SpineAnimationStateMixerBehaviour : PlayableBehaviour {
float[] lastInputWeights;
bool lastAnyTrackPlaying = false;
bool lastAnyClipPlaying = false;
public int trackIndex;
ScriptPlayable<SpineAnimationStateBehaviour>[] startingClips
= new ScriptPlayable<SpineAnimationStateBehaviour>[2];
IAnimationStateComponent animationStateComponent;
bool pauseWithDirector = true;
@ -135,60 +137,81 @@ namespace Spine.Unity.Playables {
this.lastInputWeights[i] = default(float);
}
var lastInputWeights = this.lastInputWeights;
bool anyTrackPlaying = false;
int numStartingClips = 0;
bool anyClipPlaying = false;
// Check all clips. If a clip that was weight 0 turned into weight 1, call SetAnimation.
for (int i = 0; i < inputCount; i++) {
float lastInputWeight = lastInputWeights[i];
float inputWeight = playable.GetInputWeight(i);
bool trackStarted = lastInputWeight == 0 && inputWeight > 0;
bool clipStarted = lastInputWeight == 0 && inputWeight > 0;
if (inputWeight > 0)
anyTrackPlaying = true;
anyClipPlaying = true;
lastInputWeights[i] = inputWeight;
if (trackStarted) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
SpineAnimationStateBehaviour clipData = inputPlayable.GetBehaviour();
pauseWithDirector = !clipData.dontPauseWithDirector;
endAtClipEnd = !clipData.dontEndWithClip;
endMixOutDuration = clipData.endMixOutDuration;
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
state.SetEmptyAnimation(trackIndex, mixDuration);
} else {
if (clipData.animationReference.Animation != null) {
Spine.TrackEntry trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop);
trackEntry.EventThreshold = clipData.eventThreshold;
trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
trackEntry.TrackTime = (float)inputPlayable.GetTime() * (float)inputPlayable.GetSpeed();
trackEntry.TimeScale = (float)inputPlayable.GetSpeed();
trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
trackEntry.HoldPrevious = clipData.holdPrevious;
if (clipData.customDuration)
trackEntry.MixDuration = clipData.mixDuration;
timelineStartedTrackEntry = trackEntry;
}
//else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName);
}
// Ensure that the first frame ends with an updated mesh.
if (skeletonAnimation) {
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
} else if (skeletonGraphic) {
skeletonGraphic.Update(0);
skeletonGraphic.LateUpdate();
}
if (clipStarted && numStartingClips < 2) {
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
startingClips[numStartingClips++] = clipPlayable;
}
}
if (lastAnyTrackPlaying && !anyTrackPlaying)
// unfortunately order of clips can be wrong when two start at the same time, we have to sort clips
if (numStartingClips == 2) {
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable0 = startingClips[0];
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable1 = startingClips[1];
if (clipPlayable0.GetDuration() > clipPlayable1.GetDuration()) { // swap, clip 0 ends after clip 1
startingClips[0] = clipPlayable1;
startingClips[1] = clipPlayable0;
}
}
for (int j = 0; j < numStartingClips; ++j) {
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable = startingClips[j];
SpineAnimationStateBehaviour clipData = clipPlayable.GetBehaviour();
pauseWithDirector = !clipData.dontPauseWithDirector;
endAtClipEnd = !clipData.dontEndWithClip;
endMixOutDuration = clipData.endMixOutDuration;
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
state.SetEmptyAnimation(trackIndex, mixDuration);
} else {
if (clipData.animationReference.Animation != null) {
TrackEntry currentEntry = state.GetCurrent(trackIndex);
Spine.TrackEntry trackEntry;
if (currentEntry == null && (clipData.customDuration && clipData.mixDuration > 0)) {
state.SetEmptyAnimation(trackIndex, 0); // ease in requires empty animation
trackEntry = state.AddAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop, 0);
} else
trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop);
trackEntry.EventThreshold = clipData.eventThreshold;
trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
trackEntry.TrackTime = (float)clipPlayable.GetTime() * (float)clipPlayable.GetSpeed();
trackEntry.TimeScale = (float)clipPlayable.GetSpeed();
trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
trackEntry.HoldPrevious = clipData.holdPrevious;
if (clipData.customDuration)
trackEntry.MixDuration = clipData.mixDuration;
timelineStartedTrackEntry = trackEntry;
}
//else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName);
}
// Ensure that the first frame ends with an updated mesh.
if (skeletonAnimation) {
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
} else if (skeletonGraphic) {
skeletonGraphic.Update(0);
skeletonGraphic.LateUpdate();
}
}
startingClips[0] = startingClips[1] = ScriptPlayable<SpineAnimationStateBehaviour>.Null;
if (lastAnyClipPlaying && !anyClipPlaying)
HandleClipEnd();
this.lastAnyTrackPlaying = anyTrackPlaying;
this.lastAnyClipPlaying = anyClipPlaying;
}
#if SPINE_EDITMODEPOSE
@ -251,25 +274,25 @@ namespace Spine.Unity.Playables {
if (fromAnimation != null && mixDuration > 0 && toClipTime < mixDuration) {
dummyAnimationState = dummyAnimationState ?? new AnimationState(skeletonComponent.SkeletonDataAsset.GetAnimationStateData());
var toTrack = dummyAnimationState.GetCurrent(0);
var fromTrack = toTrack != null ? toTrack.MixingFrom : null;
bool isAnimationTransitionMatch = (toTrack != null && toTrack.Animation == toAnimation && fromTrack != null && fromTrack.Animation == fromAnimation);
var toEntry = dummyAnimationState.GetCurrent(0);
var fromEntry = toEntry != null ? toEntry.MixingFrom : null;
bool isAnimationTransitionMatch = (toEntry != null && toEntry.Animation == toAnimation && fromEntry != null && fromEntry.Animation == fromAnimation);
if (!isAnimationTransitionMatch) {
dummyAnimationState.ClearTracks();
fromTrack = dummyAnimationState.SetAnimation(0, fromAnimation, fromClipLoop);
fromTrack.AllowImmediateQueue();
fromEntry = dummyAnimationState.SetAnimation(0, fromAnimation, fromClipLoop);
fromEntry.AllowImmediateQueue();
if (toAnimation != null) {
toTrack = dummyAnimationState.SetAnimation(0, toAnimation, clipData.loop);
toTrack.HoldPrevious = clipData.holdPrevious;
toEntry = dummyAnimationState.SetAnimation(0, toAnimation, clipData.loop);
toEntry.HoldPrevious = clipData.holdPrevious;
}
}
// Update track times.
fromTrack.TrackTime = fromClipTime;
if (toTrack != null) {
toTrack.TrackTime = toClipTime;
toTrack.MixTime = toClipTime;
fromEntry.TrackTime = fromClipTime;
if (toEntry != null) {
toEntry.TrackTime = toClipTime;
toEntry.MixTime = toClipTime;
}
// Apply Pose

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.timeline",
"displayName": "Spine Timeline Extensions",
"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.0.5",
"version": "4.0.6",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",